Re: Legionem sum quia multi sumus
Posted: Wed Dec 06, 2017 6:11 am
You sure it's a good thing to stat Smoke before Last Jedi?
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Legionary
Once a member of the seventh cohort of the first legion, these dishonored Roman Legionaries were disfigured upon their assimilation into the Pyxis with their armor fused into their own skin, hardening them against attacks. Their primary means of attack are with light javelins to throw at distant foes and heavy javelins for enemies that are close by.
(1 Point)
HEALTH: 20
ENDURANCE: 10
TV: 13
DX[END] - AttackLevel - Ability
- 2[0] - “Light Javelin” (Accurate; Ranged, Str. Powered. Ineffective; Weapon)
- 3[0] - “Heavy Javelin” (Reach. Weapon)
Level - Weakness
- +2 - Armored
- +3 - Armored “Scutum”
- +2 - Combat Expert
- +3 - Evasive “Scutum”
- +2 - Intimidating
- +5 - Life Support
- +2 - Strong
- -1 - Awkward Size (Large)
- -3 - Bizarre Appearance “Armor Fused to Flesh”
- -2 - Focus “Scutum” (Armored and Evasive “Scutum”)
- -1 - Languid
- -1 - Overconfident
- -3 - Restricted Freedom “Seventh Cohort, First Legion”
- -3 - Servitude “Governor Casseus Vicus”
- -1 - Slow
- -3 - Vulnerability “Head Shots”
Ceph Combat Command Unit
Though given the official designation of Charybdis, these alien creatures are more commonly known as Ceph due to their anatomical resemblance to cephalopods. An ancient extra-galactic species, the Ceph originate from the Triangulum Galaxy whose advanced nanotech-based technology and hive intelligence have allowed them to fully colonize not only their home galaxy, but also neighboring galaxies via incursions such as the Milky Way Galaxy through their rapid adaptation and reaction to the local planetary environment.
Commonly called “Grunt Commander”, the Ceph Combat Command Unit is one of many specialized and the most common command variations of the Stage 2 Ceph for their invasion/colonization of a suitable planet and perfectly adapted to that particular biosphere largely through the assimilation of infected flesh by the aboriginal sapient species of said planet. Though the Ceph Combat Command Units are formidable adversaries in their own right, their greatest contribution to the Ceph military is to organize and lead groups of Ceph Combat Units into engagements and make them even more formidable forces against any aboriginal resistance. Their only weakness, a trait shared amongst many other Stage 2 Ceph, is the unarmored portion of their neck and upper back region where their true biological forms are the most vulnerable.
(5 Points)
HEALTH: 40
ENDURANCE: 30
TV: 13
DX[END] - AttackLevel - Ability
- 2[0] - “Arm Blades” (Armor Piercing. Elaborate Gestures)
- 5[5] - “EMP” (Affinity, Electricity. Area Effect; Effective x2; Fatiguing; Strike Through. No Damage)
- 3[0] - “Pinch Rifle, Assault” (Affinity, Energy. Impairing; Overwhelming; Ranged. Elaborate Gestures, Both Hands on Weapon; Inaccurate; Requirement x2, Liquid/Humidity Free Environment; Weapon)
- 4[0] - “Pinch Rifle, Scatter” (Affinity, Energy. Area Effect; Effective; Impairing; Ranged. Elaborate Gestures, Both Hands on Weapon; Low Penetration; Requirement x2, Liquid/Humidity Free Environment; Weapon)
- 4[0] - “Grenades” (Affinity, Explosion. Area Effect; Armor Piercing; Effective; Impairing; Ranged; Stunning. Ammunition x3; Elaborate Gestures; Inaccurate x2; Weapon)
Level - Weakness
- +3 - Armored
- +2 - Attack
- +2 - Barrier “Energy Shield”
- +1 - Combat Expert
- +2 - Intimidating
- +1 - Knowledge “Squad Tactics”
- +2 - Minions “Ceph Grunts”
- +2 - Perceptive
- +1 - Position of Power
- +1 - Psychic “Ceph Hive-Mind” (Requirement, Other Ceph)*
- +1 - Smart*
- +1 - Strong*
- +3 - Tough
- +1 - Vigorous
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage
- -3 - Bizarre Appearance
- -1 - Arrogant
- -3 - Dependency “Link to Ceph Hivemind” (Becomes Feral)
- -1 - Overconfident
- -3 - Restricted Freedom “Ceph Hivemind”
- -3 - Servitude “Alpha Ceph”
- -3 - Vulnerability “Exposed Ceph” (Neck/Upper Back)
Babak
One of the most common, if not the most common Lurker, the Babak served as the infantry core of the Acheron Sibllin’s vast Lurker Army. As a group, the Babaks were fairly intelligent enough to not only utilize primitive mechanical vehicles, but also construct them from fairly simplistic materials. Still, they have a preference to use their fists and not more advanced small arms to attack hostile foes. Even their primary means of locomotion in a charge is less bipedal and more quadrupedal in order to gain more speed to chase down a foe and would even beat their chests in frustration if unable to pursue.
(1 Point)
HEALTH: 20
ENDURANCE: 20
TV: 14
Level - AbilityLevel - Weakness
- +1 - Agile
- +2 - Armored
- +2 - Intimidating
- +2 - Intuitive
- +1 - Pilot
- +3 - Quick
- +3 - Strong
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage
- -1 - Awkward Size (Large)
- -3 - Bizarre Appearance
- -2 - Hatred “Humans”
- -1 - Quirk “Run on All Four Limbs”
- -3 - Restricted Freedom “Lurker Army”
- -3 - Servitude “Gol and Maia Acheron”
Well this little NPC idea is basically my way of rationalizing the "magical" zombie virus into something a smidgen bit more plausible by turning it into a nanomachine that basically turns much of the central nervous system into a huge nanite colony that controls the body and how it's able to operate without oxygen. Still, it would be vulnerable to electrical shocks and not just EMPs and have low heat tolerances which makes them slightly easier to kill off. So if people like the concept enough I just might expand upon it.CDHD-1 Walker Zombie
The Vivi Mortuis Nanomachine-based Contagion, far more commonly known as the Z-Nanite, was originally conceived by a small and desperate nation as a deterrent against foreign aggression and intervention. Or, at the very least, a final act of defiance against hostile occupation. However, like many such rushed projects with such unknown science, something went horribly wrong and has spread across much of the globe. The Z-Nanite quickly sets up a colony-hive within the central nervous system of the host, which is set into overdrive the moment of brain death, and replaces the dying neurons with more efficient versions based upon the Z-Nanite template. Eventually, much of the nervous system is replaced by the Z-Nanite colony-hive and the host becomes little more than a meat puppet of the Z-Nanites with an insatiable need to gather raw biomass as a resource to repair and maintain the host body, largely through cannibalism in addition to the perverse procreation of the next generation of Z-Nanite colony-hives. Though there is no known cure that would otherwise have allowed a contaminated host to survive and not be turned upon death, the Z-Nanites can be delayed almost indefinitely when the host’s immune system is heathy and robust, a limitation the Z-Nanites are unable to overcome no matter the number of succeeding colony-hive generations. Still, this fact barely stemmed the tide of the Z-Nanite pandemic across the human species.
One of the more populous of the Z-Nanite variants, the standard Consciousness Deficit Hyperactivity Disorder 1 or CDHD-1 or more popularly known as the Walker Zombie make up the bulk of the Z-Nanite colony-hive hosts. These are either best described as either first generation Z-Nanite colony-hives or older successive colony-hives whose host bodies have decomposed faster than their ability to repair such damage. As such, their physical and mental abilities are severely limited to the point that they must resort to the use of not only swarm tactics but also the use of improvised melee weapons such as tools to kill or at least incapacitate the desired prey before biomass harvesting could commence. Still, CDHD afflicted host bodies such as the Walker Zombies are easily fooled and distracted for the weary and savvy.
(-4 Points)
HEALTH: 30
ENDURANCE: 10
TV: 2
DX[END] - AttackLevel - Ability
- 3[0] - “Improvised Stabbing Weapon” (Effective. Weapon)
- 2[0] - “Zombie Bite” (Continued Effect. Low Penetration)
Level - Weakness
- +1 - Attack
- +1 - Healer (Effective x4; No Gestures. Buildup x4; Self-Only)
- +5 - Life Support
- +4 - Psychic (Requirement, Z-Nanite colony-hives)
- +2 - Tough
- +3 - Unique (Turns Defeated into Z-Nanite hosts)
- -3 - Bizarre Appearance
- -1 - Clumsy
- -3 - Dense
- -3 - Easily Distracted
- -2 - Impaired Sense (Sight)
- -2 - Slow
- -3 - Vulnerability (Electricity)
- -2 - Vulnerability (Fire)
- -2 - Vulnerability (Head Shots)
Revan would be difficult, because he's literally an insert character- is he black or white or asian? Male or female? Soldier, Scoundrel, Scout? Jedi or Sith? Force wizard or lightsaber specialist? One weapon fighter or two weapon fighter? The correct answer is yes, depending on you wanted to play KOTOR. Of course, TOR clarifies most of that to fit in their story, but there is still enough 'not known' to make a good build, IMO.Blobathehutt wrote:Looks good Can you do something from the old republic? Like maybe Revan?
And for comparison, if anyone cares, the Monstrous Scaled version of them are here. I consider those to be the 'true' versions, but will probably use these normal versions first. FYI, I don't use the Scaled Advantage bonus for the Monstrous Scaled versions.Makuta, Skull Emperor
Skull Warriors
Blind Behemoth
Though their origin before the Pyxis is unknown, the Blind Behemoths are monstrous foes of Vicus’ colosseum that are not only strength that would allow them to kill a victim in a single blow, but agile for their size with the only saving grace for anyone forced to face these beasts is their absent vision. Even without their sight, their sense of smell and sound has become acute as well despite their lack of higher cognitive, non-instinctual functions.
(5 Points)
HEALTH: 70
ENDURANCE: 20
TV: 7
DX[END] - AttackLevel - Ability
- 5[0] - “Spiked Club” (Effective. Weapon)
Level - Weakness
- +2 - Agile
- +1 - Armored
- +2 - Heightened Sense (Hearing)
- +2 - Heightened Sense (Smell)
- +2 - Intimidating
- +5 - Life Support
- +3 - Strong
- +5 - Tough
- -2 - Awkward Size (Large)
- -3 - Bizarre Appearance
- -3 - Dense
- -3 - Impaired Sense (Sight)
- -3 - Restricted Freedom “Gladiator Colosseum”
- -3 - Servitude “Governor Casseus Vicus”
Ceph Shock Command Unit
Though given the official designation of Charybdis, these alien creatures are more commonly known as Ceph due to their anatomical resemblance to cephalopods. An ancient extra-galactic species, the Ceph originate from the Triangulum Galaxy whose advanced nanotech-based technology and hive intelligence have allowed them to fully colonize not only their home galaxy, but also neighboring galaxies via incursions such as the Milky Way Galaxy through their rapid adaptation and reaction to the local planetary environment.
Commonly called “Stalker Commander”, the Ceph Stalker Command Unit is one of many specialized and among one of the most common command variations of the Stage 2 Ceph for their invasion/colonization of a suitable planet and perfectly adapted to that particular biosphere largely through the assimilation of infected flesh by the aboriginal sapient species of said planet. Though the Ceph Stalker Command Units are formidable adversaries in their own right, their greatest contribution to the Ceph military is to organize and lead groups of Ceph Stalker Units into engagements and make them even more formidable forces against any aboriginal resistance. Their only weakness, a trait shared amongst many other Stage 2 Ceph, is the unarmored portion of their neck and upper back region where their true biological forms are the most vulnerable.
(5 Points)
HEALTH: 40
ENDURANCE: 30
TV: 13
DX[END] - AttackLevel - Ability
- 2[0] - “Arm Blades” (Armor Piercing. Elaborate Gestures)
- 5[5] - “EMP” (Affinity, Electricity. Area Effect; Effective x2; Fatiguing; Strike Through. No Damage)
- 2[0] - “SMG” (Affinity, Energy. Armor Piercing; Impairing; Multiple Targets; Overwhelming; Ranged. Buildup; Inaccurate x2; Requirement x2, Liquid/Humidity Free Environment; Weapon)
Level - Weakness
- +1 - Agile
- +1 - Armored
- +1 - Attack
- +2 - Barrier “Energy Shield”
- +1 - Combat Expert
- +2 - Intimidating
- +3 - Invisibility
- +1 - Knowledge “Squad Tactics”
- +2 - Minions “Ceph Stalkers”
- +2 - Perceptive
- +1 - Position of Power
- +1 - Psychic “Ceph Hive-Mind” (Requirement, Other Ceph)*
- +1 - Quick
- +1 - Smart*
- +1 - Tough
- +2 - Vigorous
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage
- -3 - Bizarre Appearance
- -1 - Arrogant
- -3 - Dependency “Link to Ceph Hivemind” (Becomes Feral)
- -3 - Restricted Freedom “Ceph Hivemind”
- -3 - Servitude “Alpha Ceph”
- -3 - Vulnerability “Exposed Ceph” (Neck/Upper Back)
- -2 - Weak*
Anway, that should be it for this installment. So until next time, do anyone feel comfortable with the idea of using these NPC mooks for their own campaigns or do they need some corrective tweaks?Lurker Crab
An Oceanside-dwelling Lurker, the Lurker Crab largely resembles hermit crabs such as the claws and a large, conch-like shell that they carry atop of their bodies. Due to their aforementioned shells, the Lurker Crab is largely invulnerable so long as it hides within their protective shells in order to get close to an enemy to pince them with their claws. It is at this very moment that their bodies are at their most vulnerable, though large amounts of explosives are just as useful.
(-5 Points)
HEALTH: 10
ENDURANCE: 10
TV: 13
DX[END] - AttackLevel - Ability
- 3[0] - “Pincer Claws” (Armor Piercing. Feather Blow)
Level - Weakness
- +6 - Armored
- +2 - Attack
- +3 - Evasive "Shell"
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage
- -2 - Awkward Size (Small)
- -3 - Bizarre Appearance
- -1 - Frail
- -2 - Hatred “Humans”
- -1 - Languid
- -3 - Restricted Freedom “Lurker Army”
- -3 - Servitude “Gol and Maia Acheron”
- -1 - Slow